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Looking for a more narrative, less combat-centric alternative to D&D
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<blockquote data-quote="Blue" data-source="post: 8018050" data-attributes="member: 20564"><p>I'm a huge fan of 13th Age. I will publicly say I love 5e but that 13th Age fills that same niche even better for me. That said, it was written as a "love letter to D&D" by D&D lead designers of 3.0 and 4e, and while it has good rules supporting everything else, it does follow the D&D conceit of much of the character creation information is based around combat. For example, just about every spell listed is a combat spell, with the expectation that the very flexible ritual system can be used to change any of them into whatever non-combat use you want. Want a magical fireworks display? Sounds like a short ritual and use up your fireball spell.</p><p></p><p>I really adore the system, but it also has HPs and may not address your specific concerns. Or maybe it does. For instance the equivalent of a 5e long rest, a full heal-up, happens after four combats*. So there's absolutely no pressure to try and force in more combats during a day. (* - DMs can give it sooner if the encounters are tough, and the players can get it earlier at the cost of a campaign setback.) That might be just what you need so you don't feel like you need combats every sesssion, or overwhelming every session.</p></blockquote><p></p>
[QUOTE="Blue, post: 8018050, member: 20564"] I'm a huge fan of 13th Age. I will publicly say I love 5e but that 13th Age fills that same niche even better for me. That said, it was written as a "love letter to D&D" by D&D lead designers of 3.0 and 4e, and while it has good rules supporting everything else, it does follow the D&D conceit of much of the character creation information is based around combat. For example, just about every spell listed is a combat spell, with the expectation that the very flexible ritual system can be used to change any of them into whatever non-combat use you want. Want a magical fireworks display? Sounds like a short ritual and use up your fireball spell. I really adore the system, but it also has HPs and may not address your specific concerns. Or maybe it does. For instance the equivalent of a 5e long rest, a full heal-up, happens after four combats*. So there's absolutely no pressure to try and force in more combats during a day. (* - DMs can give it sooner if the encounters are tough, and the players can get it earlier at the cost of a campaign setback.) That might be just what you need so you don't feel like you need combats every sesssion, or overwhelming every session. [/QUOTE]
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